-#!/usr/bin/python3
+#!/usr/bin/env python
-# This is the new open-adventure dungeon generator. It'll eventually
-# replace the existing dungeon.c It currently outputs a .h and .c pair
-# for C code.
+# This is the open-adventure dungeon generator. It consumes a YAML description of
+# the dungeon and outputs a dungeon.h and dungeon.c pair of C code files.
#
# The nontrivial part of this is the compilation of the YAML for
# movement rules to the travel array that's actually used by
-# playermove(). This program first compiles the YAML to a form
-# identical to the data in section 3 of the old adventure.text file,
-# then a second stage unpacks that data into the travel array.
-#
-# Here are the rules of the intermediate form:
-#
-# Each row of data contains a location number (X), a second
-# location number (Y), and a list of motion numbers (see section 4).
-# each motion represents a verb which will go to Y if currently at X.
-# Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
-# If N<=300 it is the location to go to.
-# If 300<N<=500 N-300 is used in a computed goto to
-# a section of special code.
-# If N>500 message N-500 from section 6 is printed,
-# and he stays wherever he is.
-# Meanwhile, M specifies the conditions on the motion.
-# If M=0 it's unconditional.
-# If 0<M<100 it is done with M% probability.
-# If M=100 unconditional, but forbidden to dwarves.
-# If 100<M<=200 he must be carrying object M-100.
-# If 200<M<=300 must be carrying or in same room as M-200.
-# If 300<M<=400 game.prop(M % 100) must *not* be 0.
-# If 400<M<=500 game.prop(M % 100) must *not* be 1.
-# If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
-# If the condition (if any) is not met, then the next *different*
-# "destination" value is used (unless it fails to meet *its* conditions,
-# in which case the next is found, etc.). Typically, the next dest will
-# be for one of the same verbs, so that its only use is as the alternate
-# destination for those verbs. For instance:
-# 15 110022 29 31 34 35 23 43
-# 15 14 29
-# This says that, from loc 15, any of the verbs 29, 31, etc., will take
-# him to 22 if he's carrying object 10, and otherwise will go to 14.
-# 11 303008 49
-# 11 9 50
-# This says that, from 11, 49 takes him to 8 unless game.prop(3)=0, in which
-# case he goes to 9. Verb 50 takes him to 9 regardless of game.prop(3).
+# playermove().
import sys, yaml
typedef struct {{
const string_group_t words;
- const long message;
+ const char* message;
}} action_t;
+typedef struct {{
+ const string_group_t words;
+ const char* message;
+}} special_t;
+
+enum condtype_t {{cond_goto, cond_pct, cond_carry, cond_with, cond_not}};
+enum desttype_t {{dest_goto, dest_special, dest_speak}};
+
typedef struct {{
const long motion;
- const long dest;
+ const long condtype;
+ const long condarg1;
+ const long condarg2;
+ const enum desttype_t desttype;
+ const long destval;
+ const bool nodwarves;
const bool stop;
}} travelop_t;
* inherited from FORTRAN, someday. To understand these, read the
* encoding description for travel.
*/
-#define T_DESTINATION(entry) MOD((entry).dest, 1000)
-#define T_CONDITION(entry) ((entry).dest / 1000)
-#define T_NODWARVES(entry) (T_CONDITION(entry) == 100)
-#define T_HIGH(entry) ((entry).dest)
#define T_TERMINATE(entry) ((entry).motion == 1)
-#define L_SPEAK(loc) ((loc) - 500)
extern const location_t locations[];
extern const object_t objects[];
extern long conditions[];
extern const motion_t motions[];
extern const action_t actions[];
-extern const action_t specials[];
+extern const special_t specials[];
extern const travelop_t travel[];
extern const long tkey[];
extern const char *ignore;
#define NTRAVEL {}
#define NKEYS {}
+#define BIRD_ENDSTATE {}
+
enum arbitrary_messages_refs {{
{}
}};
{}
}};
-const action_t specials[] = {{
+const special_t specials[] = {{
{}
}};
return trn_str
def get_locations(loc):
- template = """ {{ // {}
+ template = """ {{ // {}: {}
.description = {{
.small = {},
.big = {},
long_d = make_c_string(item[1]["description"]["long"])
sound = item[1].get("sound", "SILENT")
loud = "true" if item[1].get("loud") else "false"
- loc_str += template.format(i, short_d, long_d, sound, loud)
+ loc_str += template.format(i, item[0], short_d, long_d, sound, loud)
loc_str = loc_str[:-1] # trim trailing newline
return loc_str
def get_objects(obj):
- template = """ {{ // {}
+ template = """ {{ // {}: {}
.words = {},
.inventory = {},
.plac = {},
else:
labels = []
for l_msg in attr["descriptions"]:
- if not isinstance(l_msg, str):
- labels.append(l_msg)
- l_msg = l_msg[1]
descriptions_str += " " * 12 + make_c_string(l_msg) + ",\n"
+ for label in attr.get("states", []):
+ labels.append(label)
descriptions_str = descriptions_str[:-1] # trim trailing newline
if labels:
global statedefines
statedefines += "/* States for %s */\n" % item[0]
- for (i, (label, message)) in enumerate(labels):
- if len(message) >= 45:
- message = message[:45] + "..."
- statedefines += "#define %s\t%d /* %s */\n" % (label, i, message)
+ for (i, label) in enumerate(labels):
+ statedefines += "#define %s\t%d\n" % (label, i)
statedefines += "\n"
sounds_str = ""
if attr.get("sounds") == None:
immovable = attr.get("immovable", False)
try:
if type(locs) == str:
- locs = [locnames.index(locs), -1 if immovable else 0]
- else:
- locs = [locnames.index(x) for x in locs]
+ locs = [locs, -1 if immovable else 0]
except IndexError:
sys.stderr.write("dungeon: unknown object location in %s\n" % locs)
sys.exit(1)
treasure = "true" if attr.get("treasure") else "false"
- obj_str += template.format(i, words_str, i_msg, locs[0], locs[1], treasure, descriptions_str, sounds_str, texts_str, changes_str)
+ obj_str += template.format(i, item[0], words_str, i_msg, locs[0], locs[1], treasure, descriptions_str, sounds_str, texts_str, changes_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
act_str = act_str[:-1] # trim trailing newline
return act_str
+def get_specials(specials):
+ template = """ {{
+ .words = {},
+ .message = {},
+ }},
+"""
+ spc_str = ""
+ for special in specials:
+ contents = special[1]
+
+ if contents["words"] == None:
+ words_str = get_string_group([])
+ else:
+ words_str = get_string_group(contents["words"])
+
+ if contents["message"] == None:
+ message = "NULL"
+ else:
+ message = make_c_string(contents["message"])
+
+ spc_str += template.format(words_str, message)
+ global ignore
+ if contents.get("oldstyle", True) == False:
+ for word in contents["words"]:
+ if len(word) == 1:
+ ignore += word.upper()
+ spc_str = spc_str[:-1] # trim trailing newline
+ return spc_str
+
def bigdump(arr):
out = ""
for (i, entry) in enumerate(arr):
return out
def buildtravel(locs, objs):
+ assert len(locs) <= 300
+ assert len(objs) <= 100
+ # THIS CODE IS WAAAY MORE COMPLEX THAN IT NEEDS TO BE. It's the
+ # result of a massive refactoring exercise that concentrated all
+ # the old nastiness in one spot. It hasn't been finally simplified
+ # because there's no need to do it until one of the asserions
+ # fails. Hint: if you try cleaning this up, the acceptance test is
+ # simple - the output dungeon.c must not change.
+ #
+ # This function first compiles the YAML to a form identical to the
+ # data in section 3 of the old adventure.text file, then a second
+ # stage unpacks that data into the travel array. Here are the
+ # rules of that intermediate form:
+ #
+ # Each row of data contains a location number (X), a second
+ # location number (Y), and a list of motion numbers (see section 4).
+ # each motion represents a verb which will go to Y if currently at X.
+ # Y, in turn, is interpreted as follows. Let M=Y/1000, N=Y mod 1000.
+ # If N<=300 it is the location to go to.
+ # If 300<N<=500 N-300 is used in a computed goto to
+ # a section of special code.
+ # If N>500 message N-500 from section 6 is printed,
+ # and he stays wherever he is.
+ # Meanwhile, M specifies the conditions on the motion.
+ # If M=0 it's unconditional.
+ # If 0<M<100 it is done with M% probability.
+ # If M=100 unconditional, but forbidden to dwarves.
+ # If 100<M<=200 he must be carrying object M-100.
+ # If 200<M<=300 must be carrying or in same room as M-200.
+ # If 300<M<=400 game.prop(M % 100) must *not* be 0.
+ # If 400<M<=500 game.prop(M % 100) must *not* be 1.
+ # If 500<M<=600 game.prop(M % 100) must *not* be 2, etc.
+ # If the condition (if any) is not met, then the next *different*
+ # "destination" value is used (unless it fails to meet *its* conditions,
+ # in which case the next is found, etc.). Typically, the next dest will
+ # be for one of the same verbs, so that its only use is as the alternate
+ # destination for those verbs. For instance:
+ # 15 110022 29 31 34 35 23 43
+ # 15 14 29
+ # This says that, from loc 15, any of the verbs 29, 31, etc., will take
+ # him to 22 if he's carrying object 10, and otherwise will go to 14.
+ # 11 303008 49
+ # 11 9 50
+ # This says that, from 11, 49 takes him to 8 unless game.prop[3]=0, in which
+ # case he goes to 9. Verb 50 takes him to 9 regardless of game.prop[3].
ltravel = []
verbmap = {}
for i, motion in enumerate(db["motions"]):
try:
return locnames.index(action[1])
except ValueError:
- sys.stderr.write("dungeon: unknown location %s in goto clause of %s\n" % (cond[1], name))
+ sys.stderr.write("dungeon: unknown location %s in goto clause of %s\n" % (action[1], name))
elif action[0] == "special":
return 300 + action[1]
elif action[0] == "speak":
raise ValueError
def cencode(cond, name):
if cond is None:
- return 0;
+ return 0
+ elif cond == ["nodwarves"]:
+ return 100
elif cond[0] == "pct":
return cond[1]
elif cond[0] == "carry":
sys.stderr.write("dungeon: unknown object name %s in with clause of \n" % (cond[1], name))
sys.exit(1)
elif cond[0] == "not":
- # FIXME: Allow named as well as numbered states
try:
obj = objnames.index(cond[1])
if type(cond[2]) == int:
state = cond[2]
+ elif cond[2] in objs[obj][1].get("states", []):
+ state = objs[obj][1].get("states").index(cond[2])
else:
for (i, stateclause) in enumerate(objs[obj][1]["descriptions"]):
if type(stateclause) == list:
tt = [i]
dest = dencode(rule["action"], name) + 1000 * cencode(rule.get("cond"), name)
tt.append(dest)
- tt += [verbmap[e] for e in rule["verbs"]]
+ tt += [motionnames[verbmap[e]].upper() for e in rule["verbs"]]
if not rule["verbs"]:
- tt.append(1)
+ tt.append(1) # Magic dummy entry for null rules
ltravel.append(tuple(tt))
# At this point the ltravel data is in the Section 3
# representation from the FORTRAN version. Next we perform the
- # same mapping into the runtime format. This was the C translation
- # of the FORTRAN code:
- # long loc;
- # while ((loc = GETNUM(database)) != -1) {
- # long newloc = GETNUM(NULL);
- # long L;
- # if (TKEY[loc] == 0) {
- # TKEY[loc] = TRVS;
- # } else {
- # TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
- # }
- # while ((L = GETNUM(NULL)) != 0) {
- # TRAVEL[TRVS] = newloc * 1000 + L;
- # TRVS = TRVS + 1;
- # if (TRVS == TRVSIZ)
- # BUG(TOO_MANY_TRAVEL_OPTIONS);
- # }
- # TRAVEL[TRVS - 1] = -TRAVEL[TRVS - 1];
- # }
- #
- # In order to de-crypticize the runtime code, we're going to break these
- # magic numbers up into a struct.
- travel = [[0, 0, False]]
+ # same mapping into wgat used to be the runtime format.
+
+ travel = [[0, "LOC_NOWHERE", 0, 0, 0, 0, 0, 0, "false", "false"]]
tkey = [0]
oldloc = 0
while ltravel:
tkey.append(len(travel))
oldloc = loc
elif travel:
- travel[-1][2] = not travel[-1][2]
+ travel[-1][-1] = "false" if travel[-1][-1] == "true" else "true"
while rule:
- travel.append([rule.pop(0), newloc, False])
- travel[-1][2] = True
+ cond = newloc // 1000
+ nodwarves = (cond == 100)
+ if cond == 0:
+ condtype = "cond_goto"
+ condarg1 = condarg2 = 0
+ elif cond < 100:
+ condtype = "cond_pct"
+ condarg1 = cond
+ condarg2 = 0
+ elif cond == 100:
+ condtype = "cond_goto"
+ condarg1 = 100
+ condarg2 = 0
+ elif cond <= 200:
+ condtype = "cond_carry"
+ condarg1 = objnames[cond - 100]
+ condarg2 = 0
+ elif cond <= 300:
+ condtype = "cond_with"
+ condarg1 = objnames[cond - 200]
+ condarg2 = 0
+ else:
+ condtype = "cond_not"
+ condarg1 = cond % 100
+ condarg2 = (cond - 300) // 100.
+ dest = newloc % 1000
+ if dest <= 300:
+ desttype = "dest_goto";
+ destval = locnames[dest]
+ elif dest > 500:
+ desttype = "dest_speak";
+ destval = msgnames[dest - 500]
+ else:
+ desttype = "dest_special";
+ destval = locnames[dest - 300]
+ travel.append([len(tkey)-1,
+ locnames[len(tkey)-1],
+ rule.pop(0),
+ condtype,
+ condarg1,
+ condarg2,
+ desttype,
+ destval,
+ "true" if nodwarves else "false",
+ "false"])
+ travel[-1][-1] = "true"
return (travel, tkey)
def get_travel(travel):
- template = """ {{
+ template = """ {{ // from {}: {}
.motion = {},
- .dest = {},
+ .condtype = {},
+ .condarg1 = {},
+ .condarg2 = {},
+ .desttype = {},
+ .destval = {},
+ .nodwarves = {},
.stop = {},
}},
"""
out = ""
for entry in travel:
- out += template.format(entry[0], entry[1], entry[2]).lower()
+ out += template.format(*entry)
out = out[:-1] # trim trailing newline
return out
locnames = [x[0] for x in db["locations"]]
msgnames = [el[0] for el in db["arbitrary_messages"]]
objnames = [el[0] for el in db["objects"]]
+ motionnames = [el[0] for el in db["motions"]]
(travel, tkey) = buildtravel(db["locations"],
db["objects"])
get_hints(db["hints"], db["arbitrary_messages"]),
get_condbits(db["locations"]),
get_motions(db["motions"]),
- get_actions(db["actions"]),
- get_actions(db["specials"]),
+ get_specials(db["actions"]),
+ get_specials(db["specials"]),
bigdump(tkey),
get_travel(travel),
ignore,
)
+ # 0-origin index of birds's last song. Bird should
+ # die after player hears this.
+ deathbird = len(dict(db["objects"])["BIRD"]["sounds"]) - 1
+
h = h_template.format(
len(db["locations"])-1,
len(db["objects"])-1,
len(db["specials"]),
len(travel),
len(tkey),
+ deathbird,
get_refs(db["arbitrary_messages"]),
get_refs(db["locations"]),
get_refs(db["objects"]),